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Santa's Village...of Terror!

Postby MLChance » Sun Jun 07, 2009 11:28 am

Santa's Village...of Terror!

"Deck the Halls" muzak plays softly from well-concealed speakers. Santa's Village is in full swing. The faux gingerbread house. The giant candy canes. The cottony snow-like material. Jolly Saint Nick on his throne, flanked by elfin helpers guiding the child supplicants to the lap of plenty. Rising majestically in the middle of the scene is a giant Christmas tree, nearly 20 feet tall, festooned with colorful ornaments, lights, and strands of tinsel. Shoppers move along, like package laden canoes on rivers of commerce, unaware of the dark thoughts surging through that festive evergreen's evil mind.

Lord Larp Lionheart is near the north entrance to Memorial City Mall. He's arrived in full SCA-approved armor, his tournament sword at his side, his bookbag slung over one shoulder. A portly security guard stands in front of him, hands on his hips.

"You can't come in here dressed like that," the guard says.

"Nay, good constable," Larp says. "I have a tournament anon at the Duke's Dungeon and Comic Shoppe. These accoutrements are mine costume for said event."

The security guard rolls his eyes and pinches the bridge of his nose. He sighs.

In line at the Cinnabon to the south of Santa's Village, Swansong waits patiently. The sweet smells of frosting and cinnamon float through the climate-controlled air. Swansong smiles, watching the eager children in line to meet Santa. Her eyes sweep across Santa's Village, taking in the decorations.

They did a good job this year, she thinks, but that tree looks kind of... "Oh no! Look out!"

The Christmas tree roars, two great limbs ending in woody fingers stretching wide. People scream. Children cry. One great hand reaches down and snatches up one of Santa's helpers. The elf-clad girl shrieks.

"And a scary Christmas to all!" Tannenbomb bellows.

Unseen by all, the Phantom of Memorial City Mall stands near a cell phone kiosk. His jaw clenches. His hands squeeze into fists. Evil has come to his mall.


The three heroes start with 2 Hero Points each, one as normal, plus one more for the sudden complication of an evil Christmas tree interrupting their daily routine. Initiative order for the start of the fight is Swansong (21), Tannenbomb (16), Lord Larp (14), Phantom (10).

Round 1

Swansong leaps out of line.

"HONK!" she yells.

The strange sonic vibrations penetrate Tannenbomb's brain, scrambling his xylem and phloem. In a confused rage, Tannenbomb hurls Santa's helper. She hits the display window of Hot Topic with bone-breaking force. Glass shatters, and the shards lacerate flesh.

"By the gods, constable! I must saveth yon elfin princess! Pelor, give me strength!"

As he rushes to the hurt girl, Larp gets into character. He fills his mind with pious Pelorite thoughts and lets the Sun Domain illuminate his heart. In the next instant, the Phantom is visible, rushing toward Tannenbomb. The mall protector's collapsible baton uncollapses, and he lashes out, but his aim is fouled by lush lower limbs.


Swansong opens with a Confusing Honk. She rolls a 17 and hits only because Tannenbomb is still flat-footed. Tannenbomb blows his Will save (9 vs. DC 14). In his confusion, Tannenbomb attacks the nearest creature. He tosses the "elf" through the display window of Hot Topic. She's unconscious and dying! Lord Larp assumes the role of a cleric of Pelor. He aces the Perform check (21 total) and Taps the Rulebook for these abilities:

Cleric of Pelor: Attack Focus 3 (ranged), Healing 4 (Power Feat: Stabilize), Scorching Ray 4.

Larp then rushes to the injured elf. The Phantom springs from hiding (Stealth 14 vs. Notice 21), but fails to achieve surprise. He swings his baton at Tannenbomb, but misses (attack roll 7).

Round 2

"HONK!" Swansong yells.

A pulse of sonic energy shoots from her mouth toward Tannenbomb, but Swansong's aim is off. The HONK! shatters a giant candy cane. Shoppers run for cover. Santa scoops up two toddlers and races toward Starbucks.

"Four score and seven blimps I know! Frankenstein never frightened me, but marsupials do!" Tannenbomb announces.

Lord Larp channels the healing power of Pelor into the injured girl. Her life-threatening internal injuries heal, although she remains unconsious. The Phantom renews his assault, but he cannot find a vulnerable spot on Tannenbomb's trunk.


Swansong uses her sonic Blast, but misses (attack roll 11). Tannenbomb blows his Will save (12 vs. DC 14) and babbles incoherently. Larp uses Heal to stabilize the hurt girl. He gets a Hero Point. Phantom attacks and misses again (attack roll 15).

Round 3

"HONK!" A piece of gingerbread house roof shatters. "Ah, heck! How hard can it be to hit something that big!?"

Tannenbomb shakes off the effects of Swansong's confusing HONK!. He raises a huge, rooty foot and brings it smashing down where the Phantom had just been standing. Part of the platform next to Santa's chair collapses under the impact.

"Curse thee, miscreant treant! Feel the burning touch of Pelor's justice!"

Lord Larp Lionheart gestures and a ray of fire streaks forth from his hands, striking Tannenbomb. The evil tree reels under the shock of the flames. The Phantom takes advantage of Tannenbomb's momentary disability and jabs hard with his baton, but Tannenbomb's thick bark resists the attack.


Swansong misses with another Blast. Tannenbomb makes his Will save (19 vs. DC 14) and can act normally this round. He attacks the Phantom, but misses (attack roll 10). Larp lets loose with a scorching ray. He hits (attack roll 21). Tannenbomb gets a 14 TOU save vs. DC 20. He is stunned and bruised. The Phantom Sneak Attacks and hits because Tannenbomb has lost his Dodge bonus (attack roll 15). Tannenbomb easily makes his TOU save (24 total).

Round 4

"HONK!"

This time the sonic blast strikes true. Needles fly and a colored light pops, but Tannenbomb is unhurt. The evergreen villain shakes his head clear.

"This is ridiculous!" he yells.

"Nay, foul creature! This is goodness triumphing over badness!"

Tannenbomb sways to the side, avoiding a second ray of fire. The mall's welcome banner bursts into flames and splits in two. Flaming bits of plastic rain down. Those few shoppers left in the area scatter farther from harm's way. The Phantom pulls out his key chain and squirts pepper spray into Tannenbomb's face.

"Blech! That stings!" the villain says.


Tannenbomb is still stunned. Swansong Blasts again and hits (attack roll 21), but Tannenbomb makes his TOU save (22 total). Tannenbomb recovers from being stunned. Larp fires another scorching ray, but misses. He burns a Hero Point for the reroll and still misses (total 16). The Phantom pepper sprays and misses. Another point for the reroll is spent, and the Phantom hits (total 22). Tannenbomb makes his REF and FORT saves (totals 15 and 32).

Round 5

"HONK!" And another giant candy cane is destroyed. "Oh! Come on!"

"Who are you people!? Go away!" Tannenbomb bellows, slamming his mighty fists into the floor.

Tiles leap into the air. Santa's Village rocks to its foundation. Swansong jumps, landing on stable ground a few feet away. Lord Larp and the Phantom are hurled to the floor by the violent tremors.

"Retreat? Ha! We knoweth not the meaning of the word!"

Lord Larp Lionheart leaps to his feet, another blast of fire launching from his hands. It strikes Tannenbomb dead center. Several branches burst into flames. Tannenbomb roars in pain and staggers backward. A column buckles under his weight as it prevents him from falling. The Phantom rolls to his feet, his baton back in hand in the flash. He strikes one of Tannenbomb's roots, but to no avail.


Swansong misses again and spends a Hero Point for the reroll. She still misses (total 14). Tannenbomb groundstrikes. All three heroes blow their REF saves. Tannenbomb's STR check equals 17. Larp and Phantom are tripped. Larp stands up, fires, and hits (total 23). Tannenbomb botches his TOU save (10 vs. DC 20). Tannenbomb is staggered and stunned. The Phantom jumps up and switches to his baton. He spends his last Hero Point for the reroll and hits (total 17). Tannenbomb makes his TOU save.

Round 6

Swansong carefully lines up her jaw.

Come on! You can do this! "HOOOOONK!"

The sonic blast shivers Tannenbomb's timbers. Needles rain down. Ornaments crack. The villain reels backward, arms pinwheeling. The floor shudders under the impact of Tannenbomb's trunk.

"Huzzah!" Lord Larp Lionheart exults. "Well struck, avian avenger!"

Indeed, thinks the Phantom. My mall is safe once more.

The Phantom whirls his cloak and steps to the side, appearing to vanish from sight. His work is done. He leaves the thankful shoppers to express their congratulations to the other two heroes. Seeing order restored to his domain is reward enough for the Phantom of Memorial City Mall.


Swansong hits because Tannenbomb is stunned (total 13). Tannenbomb gets a 15 TOU save vs. DC 19. Swansong has KOd Tannenbomb! The heroes win!

Initiative: Swansong (21), Tannenbomb (16), Lord Larp (14), Phantom (10).
Larp: 2 HP.
Phantom: 0 HP.
Swansong: 1 HP.
Tannenbomb: Bruised (1), Staggered, Unconscious.
Last edited by MLChance on Mon Jun 08, 2009 4:33 am, edited 2 times in total.
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Postby MisterO » Sun Jun 07, 2009 4:27 pm

**Claps Uproariously**

ENCORE! ENCORE!
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Postby MorningKnight » Sun Jun 07, 2009 4:56 pm

Delightful fight. Lord Larp is an awesomely entertaining character, but I still love Swansong.

The Phantom is just brilliant, even though he's still not a match for a thirty foot sentient pine. His courage and efforts are a testiment for his heroism.
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Family Quest (Prelude)

Postby MLChance » Mon Jun 08, 2009 2:47 pm

An old story continues....

Shaolin Beaver stands his ground, hands hidden in his robe's sleeves. He is breathing hard, barely able to see out of his swollen eye. The coppery taste of blood is thick in his mouth. The Kung-Fu Killer shakes his head and leaps wobbily to his feet. He turns to face his foe, heels and palms together, and then bows.

"You have bested me, Shaolin Beaver," he says. "The men you seek await word from me about your death. You can find them at...."

Shaolin Beaver listens carefully. He is loathe to let such a dangerous man go free, but he must continue on his quest to discover the ultimate fate of his people.


Three hours later, Shaolin Beaver sits at the counter in Denny's. His build-your-own Grand Slam sits largely untouched. He went to the address revealed by the Kung-Fu Killer. The xenocollectors were gone by the time he arrived. The small rent house was empty. They'd even taken the trash with them.

"Need some more coffee, darling?"

Shaolin Beaver sighs. "Yes, please."

Lucille tops off the cup with steaming hot joe. "You look down, darling. Girl troubles?"

"In a way, yes. I am searching for my family. I thought I had a good lead, but it turned out to be another dead end."

"Oh, wow," Lucille says, sympathy shining in her bright blue eyes. "That's a shame. I mean it. Say, have you thought about hiring a detective?"

Shaolin Beaver nods. "Yes, but I have little money."

"Aw, shucks, darling, don't let that worry you." Lucille digs in her apron and pulls out a change purse. She opens it and extracts a business card, sliding it across the counter to Shaolin Beaver. "Give this fellow a call. He's a might peculiar, but he does good work. Helped a girlfriend of mine track down her dead-beat ex."

Shaolin Beaver picks up the card. It reads: John Grimes / Private Investigator - Ostrich Farmer / Problems Solved - Children's Parties / 713 OST-RICH.

"Thank you, Lucille," Shaolin Beaver says. "I shall follow your advice. Can I get change for the payphone?"

Lucille smiles hugely, "Of course, darling."

John Grimes agrees to meet Shaolin Beaver for dinner at a Greek place near the museum district. Shaolin Beaver knows Grimes is already present when he steps off the bus. Tied to a fence post is an ostrich. A particularly large and somehow regal ostrich. A shortish African American man sitting at an umbrella'ed table on the patio stands up and approaches.

"Shaolin Beaver?" he inquires.

"Yes. You must be Mr. Grimes."

"Please, call me John. Come have a seat. Are you hungry? The gyros here are probably the best in town."

Shaolin Beaver shakes his head. "I am not hungry, but I would like some tea."

Grimes waves a waitress over and adds to his order. He then asks Shaolin Beaver to tell him his problem, starting at the beginning and leaving nothing out. Shaolin Beaver does, explaining that he has walked the land, having adventures while searching for his people. He tells of his encounter with the Kung-Fu Killer, and how that villain had been hired by the xenocollectors to kill him.

"I defeated the Kung-Fu Killer in single combat. He kept his promise and told me where the xenocollectors could be found, but when I arrived at their hideout, they were gone. I had almost lost hope when a kind stranger gave me your card, but I have little money. Can you help me, John?"

Grimes says nothing. He stares into Shaolin Beaver's eyes, as if searching for something. He frowns, purses his lips, and drums his fingers on the table.

"I can help you, Shaolin Beaver. Give me a number where I can reach you. I'll be in touch in a day or two."

Shaolin Beaver slides out of his chair and bows deeply. "Thank you, John Grimes."
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Postby MLChance » Mon Jun 08, 2009 4:35 pm

MisterO wrote:**Claps Uproariously**

ENCORE! ENCORE!


Have no fear, gentle reader. Swansong, Lord Larp Lionheart, and the Phantom of Memorial City Mall are going to return, and relatively soon.

MorningKnight wrote:Delightful fight. Lord Larp is an awesomely entertaining character, but I still love Swansong.


Indeed. I think Lord Larp is one of my better characters. I'd jump at the chance to play him in a low-PL game.

MorningKnight wrote:The Phantom is just brilliant, even though he's still not a match for a thirty foot sentient pine. His courage and efforts are a testiment for his heroism.


Quite so. The Phantom doesn't know the meaning of the word fear when his domain is threatened.

:)
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Postby MorningKnight » Mon Jun 08, 2009 7:12 pm

Awww yeah, Shaolin Beaver is back!
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Family Quest 1

Postby MLChance » Mon Jun 08, 2009 11:07 pm

MorningKnight wrote:Awww yeah, Shaolin Beaver is back!


And this time, it's personal! But first:

John Grimes, the Ostrich Rider, has taken on Shaolin Beaver's case. Grimes nails his Well-Informed Gather Information check (total 27) regarding the xenocollectors.

This being the case, it seems fair for such a good roll to lead immediately to some useful information. Grimes knows the identity of a criminal middleman in a bad part of town. Roscoe Hudson, this middleman, puts people into contact with supervillains, and if the xenocollectors are still in town, Hudson would be in the know.

Grimes holsters his light pistol, pockets his taser, and walks out to the corral. His concealable vest is barely noticeable under his jacket. The ostriches see Grimes coming and strut over to the fence, their large eyes blinking loyally.

"We've got a job, team," he says. "Let's ride."

It takes Grimes, Ozzie, and the possee of ostriches a while to get to Hudson's neighborhood. It's necessary to stay off the highways when traveling with eleven ostriches.

The neighborhood has seen its better days. At the late hour, there're few people outside, and those that are, are up probably up to no good. A number of youths play b-ball on a concrete court surrounded by a sagging chain-link fence. They take notice of Grimes and his companions. Comments are made, none of them flattering, but Grimes ignores their taunts.

Grimes slides off Ozzie, and the ostriches huddle up.

"All right, team," he says. "I'm going in. I've already punched the number into my cell phone. If there's trouble, I'll hit send, and Ozzie's pager will beep. That's the signal for you to move in. Everyone understand?"

Ozzie turns his head to the side and blinks slowly.

"Good job, then. Wish me luck."

Grimes leaves the ostriches and crosses the street. The youths on the court take a keener interest in the strange goings-on, wandering away from center court to the fence. The gate in the low fence around the run-down two-storey house is unlocked but latched. The gate's hinges protest as Grimes opens it and passes into the yard. There's more dirt than grass. Discarded cigarette butts litter the ground. The three steps up to the covered porch groan under Grimes's feet. Grimes pushes the doorbell. "La Cucaracha" plays inside the house.

"What?" a gruff voice says through the closed door.

"It's John Grimes, Hudson. I need some information."

"Call four one one."

"Too unreliable for what I'm looking for. Let me in to talk. If you know what I want, I'll make it worth your while."


Grimes gets a 19 total Diplomacy check. That's enough to shift the unfriendly Hudson to indifferent.

The front door opens. Hudson scratches his protruberant abdomen through the fraying cotton of his stained T-shirt. He walks back into the dimly lit, dingy living room, waving for Grimes to enter. Grimes slides his left hand into his jacket pocket and rests his thumb on his cell phone's send button.

"I like what you've done with the place."

"Bite me and shut the door, Grimes. What do you want?"

Grimes ignores both instructions and looks around the room. The tattered sofa. The folding metal chair. The scratched coffee table covered with the rings left behind due to a lack of coasters. An ashtray. Two cigarettes smouldering.


Grimes gets a 17 total Notice check, enough to note the details about the ashtray.

"You got company? I'm not interrupting anything?"

"Nobody but me, Grimes. What do you want?"


Hudson's 6 Bluff total fails against Grimes's 25 Sense Motive total.

"I've got a client who's looking for some people. I figured you could put me on the right trail."

"Yeah? Who's he looking for?"

"The xenocollectors."

Hudson's mouth freezes half open. His yellowish eyes dart to the left, toward a closed door.

"Don't know nothing. You got to leave now."

Grimes shakes his head, grinning. "I don't believe you, Hudson. I think you're trying to shine me on."

The closed door bangs open. A man in a red mask and red body stocking stands there, holding a firearm aimed at Grimes. Grimes's thumb hits the send button.

"Where's the beaver?" the xenocollector agent says.

Ozzie's pager beeps. Steely determination shines from twenty-two large avian eyes.


The fight is on. Ostrich Rider and his birds face a xenocollector agent armed with a blaster rifle and a goo gun. Since there's just one of him, I'm treating the xenocollector as a normal character instead of a minion. He has the blaster rifle at the ready. Hudson is a criminal. He has a pistol tucked into the back of his pants. Initiatives are Agent (24), Grimes (15), Ozzie (9), Minions (8), Hudson (4). Ostrich Rider starts with two Hero Points.

Round 1

The xenocollector's finger twitches on the trigger. A pulse of electricity bursts from the blaster and hits Grimes, but the ceramic plates of his concealable vest take the brunt of the damage. Grimes pulls his taser and fires. The shock-carrying filament flies off target, lodging in the door frame.

In the next instant, the room is filled with feathers and fury. Ozzie lands a mighty kick dead center to the xenocollector's chest, sending the villain sprawling backward into the room behind him. His legs hit the bed, and he flips onto the mattress. Another ostrich kick launches Hudson into both the tattered sofa and unconsciousness. The gun hidden in Hudson's waistband clatters to the floor.


The xenocollector fires his blaster rifle (total 23). Grimes spends a Hero Point for a reroll. He gets a 20 TOU save vs. DC 21 and suffers a bruise. Grimes pulls his taser and fires at the xenocollector but misses (total 7). Ozzie rushes into the room and kicks the xenocollector (total 18 including charge). The xenocollector blows his TOU save (total 11 vs. DC 20). He is stunned, bruised, and knocked back farther into the room behind him. There's enough space in the living for one ostrich minion. It comes in and kicks Hudson (total 17). Hudson really blows his TOU save (4 total vs. DC 20). Hudson is out for the count.

Round 2

The xenocollector groans, grabbing his side, realizing he's probably got at least one broken rib. He sees the P.I. rush into the room. The taser fires again, but the xenocollector rolls to the side. The filament sticks in the mattress. Then Ozzie is in the room. The xenocollector sits up just in time to catch a huge foot across the head. The force of the kick slams him into the headboard, the impact hard enough to crack the drywall.

"Good job, Ozzie," Grimes says. "You keep an eye on him while I call the police."

Ozzie flaps his wings proudly and then glares at the unconscious xenocollector, as if daring him to make a move.


The xenocollector recovers from being stunned. He's still prone on the bed. Grimes rushes into the room and to the side, firing his taser as he moves. Grimes misses (total 9). Ozzie enters the room and kicks at the xenocollector. Grimes spends his last Hero Point for his sidekick's reroll. Ozzie scores a crit! The xenocollector completely misses the TOU save (6 total vs. DC 25) and is KOd!

Grimes: Bruised (1), 0 HP.
Ozzie: Unhurt.
10 Ostriches: Unhurt.
Xenocollector: Bruise (1), KOd.
Hudson: KOd.
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Postby Dreaming Psion » Tue Jun 09, 2009 10:50 am

Grimes is surprisingly effective, as is the trio of Lord Larp, Swansong, and the Mall Phantom, though Swansong nearly cost santa's helper her life and poor Mall Phantom couldn't catch a break against the much more impressive Tannenbomb.
Check out the anime/manga 3e thread
And then there's always the Oddballs thread for both 2 and 3e.
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Postby MLChance » Tue Jun 09, 2009 11:00 am

Dreaming Psion wrote:Grimes is surprisingly effective, as is the trio of Lord Larp, Swansong, and the Mall Phantom, though Swansong nearly cost santa's helper her life and poor Mall Phantom couldn't catch a break against the much more impressive Tannenbomb.


True, but Swansong has little experience fighting evil Christmas trees, and the Phantom was having a bad hair day.

:)
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Postby MorningKnight » Tue Jun 09, 2009 12:25 pm

OZZIE OZZIE OZZIE! And the crowd goes wild for the flightless avian avenger!
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Family Quest 2

Postby MLChance » Tue Jun 09, 2009 6:04 pm

"I know how these guys operate, detective," Grimes says to Detective Sergeant Abigail Trainor. He hitches a thumb toward the xenocollector agent sitting in prison orange handcuffed to a steel table in the interrogation room on the other side of the glass. "He had a mission. He's not checked in. The rest of his cell will have moved by now to another secure location. He knows how to contact them if he's released or escapes. I need that information."

"I understand, John, but what can I do? He won't talk, and I'm not a mind-reader."

Grimes frowns. "I know someone who is. Mind if I call him?"

Trainor bites her lip. "I don't know. He's lawyered up. He might be scum, but he's scum with rights."

"Not a problem. My friend can do his thing from here. What the scum won't know can't be brought into court. Right?"

Trainor grins. "Right. Make your call, and make it quick."

A half hour later, Trainor stood in the corner of the observation room. The skepticism on her face was evident even to the most obtuse observer. Grimes winked at her.

"So," he said to the third person in the room. "Can you do it?"

"I shall surely try, good sir, for your cause be-eth just, and Lord Larp Lionheart hath always time to assist a just cause."

Trainor rolls her eyes and pinches the bridge of her nose.

"I encountered a similar situation whilst returning to the Temple of Elemental Evil. I was Mnemos Mind-Mage, a mighty enchanter, and we sought to restoreth order to the village of Hommlet, wherein wicked men peddled foul drugs. My divination powers were most useful, and they can be useful anon."

Larp closes his eyes, recalling the details of his roleplaying during those game sessions. He inhales. He exhales. His eyes open, and he is once more in character.


Larp gets a 16 total on his Perform check, enough to Tap the Rulebook. He acquires this power: Mind Reading 5 (Power Feats: Subtle 2).

"Keep in mind that this might not worketh, for he could make his Will save," Larp says.

Trainor catches Grimes eye and mouths What the --, but Grimes gestures for her to relax. Larp focuses his new power on the criminal in the interrogation room. His mind reaches out, trying to touch the other man's mind.

"Contact! I see-eth images. A battle. A great bird. A beaver dressed in orange robes. A lair with other villains therein. Ah! This is it! A number."

Larp "reads" the number from the xenocollector agent's mind. Grimes and Trainor both jot it down in their respective pocket-sized notebooks. Larp turns to the detectives with a wide grin on face.

"Huzzah! Right maketh might once again!"


The xenocollector scored a 12 Will save versus DC 15. Larp lifts the contact number, and the villain is none the wiser.

Trainor shakes her head and chuckles. "I'll be," she says. "You're not just a freak show after all."

Lord Larp Lionheart bows. "Forsooth, m'lady. Forsooth."

Meanwhile, across town, Shaolin Beaver shuffles down the street. The sun is setting. He pushes worry and impatience from his mind. John Grimes said he'd call, and Shaolin Beaver would not succumb to doubt or, worse yet, despair.

"You don't look like much."

Shaolin Beaver whirls, ready to defend himself. Standing in the shadows of the alleyway is a man in green ninja garb where just a second ago no one had been visible. The man leans against the brick wall of the pawn shop, arms crossed, one foot resting against the other leg's calf. Shaolin Beaver relaxes, folding his hands into his sleeves.

"I am not," he says to the stranger.

"Hmph. Word is you beat the Kung-Fu Killer," the stranger says. "I'm not seeing it. I trained with him. You couldn't beat him. I helped capture the Hulk. You can't beat me either."

"I do not wish to prove you wrong," Shaolin Beaver says. "I do not even know you."

The stranger steps onto the sidewalk, slipping into a crane fist stance. "After tonight, you will never forget the Fist of Jade!"


BTW, I'm heading out of town tomorrow night for two days. I've got training in Austin. I'm taking my computer with me, but I'm not sure if I'll have time to continue Family Quest before this weekend.
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Breaking News! Film at 11!

Postby MLChance » Wed Jun 10, 2009 5:44 am

Etrigan's Drawing Board thread is interesting to read through. His early drawings were rather crude, but he shows noticeable and steady progress in technique from page 1 through the last page. I decided to glom a few of what I think are his better pieces for my thread here.

First up will be a woman with a sword. I've done this a few times already in this thread, so I want this one to be something different than a female who hits things. I also feel the need to add more low-PL villains to my collection. The more I fiddle with the game, the more I'm convinced that lower-PL is the way to play. YMMV, of course, so put those soap boxes away.

:)
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Spacetime

Postby MLChance » Wed Jun 10, 2009 10:42 am

Image

SPACETIME
Quote: "It's all relativity."
Power Level: 6
Concept: Fencing physicist
Occupation: Professional criminal
Real Name: Angelina Castillo
Legal Status: Citizen of the United States wanted in several jurisdictions
Identity: Secret
Place of Birth: Albuquerque, New Mexico
Marital Status: Single
Living Relatives: Roy Castillo (father), Andrew Castillo (brother)
Height: 5 ft. 5 in.
Weight: 125 lbs.
Eyes: Dark brown
Hair: Dark brown

Notes: Angelina Castillo is a brilliant scientist who grew up with a distant father and an abusive mother (now deceased after years of alcohol abuse). She had two escapes from her dysfunctional home: academics and fencing. While her talents with both are enough to provide for a comfortable lifestyle, that's not enough for Angelina. She was dealt a bad hand at birth, and she's owed something more. If life isn't arranged to give her what she wants, she's determined to take it. Right and wrong don't enter into the equation for Angelina. As such, she's a rather unpleasant person. Right consists of her getting her way. Wrong consists of what she doesn't like or applies to those who stand between her and her selfish goals.

Angelina acquired the Blade of Space and Time from her future self. Future-Angelina claimed to have worked her adult life in quiet frustration, laboring in her spare time to craft the Blade. By the time she was finished, she was too old to enjoy the fruits of her labor, so she sent the Blade back through the timestream to herself as a young woman.

Spacetime derives her powers from her fabulous Blade of Space and Time. This weapon allows Spacetime to manipulate the spacetime continuum. With it, she can jump across distances instantly by bending space (Teleport), change the proportional relationship with the flow of time (Affects Others Superspeed), warp space to avoid ranged attacks (Deflect), speed up time to speed up healing (Ranged Healing), move a target instantly by bending space (Teleport Attack), freeze time in an area (Full-Round Time Stop), and attack opponents in an area (Whirlwind Attack). The sword itself is also a weapon. The blade can warp space along its length when used to attack (Extended Reach and Indirect).

STR 14 (+2); DEX 14 (+2); CON 14 (+2); INT 20 (+5); WIS 12 (+1); CHA 12 (+1)

TOU +6/+2*; FORT +5; REF +8; WILL +4; INIT +2 (+14 with Super-Speed); KNOCKBACK -3/-1*

* Without Defensive Roll.

MELEE +6/+8*; RANGE +4; GRAPPLE +6; DAMAGE +2 unarmed, +4 sword, +6 Teleport Attack, +6 Whirlwind Attack; DEFENSE +6

* With Strike.

Skills (Ranks): Acrobatics +5 (3), Computers +12 (7), Craft (electronic) +10 (5), Disable Device +12 (7), Knowledge (physical sciences) +14 (9), Language (English, Spanish) (1), Notice +5 (4), Sense Motive +5 (4)

Feats: Accurate Attack, Defensive Attack, Defensive Roll 4, Attack Specialization (Strike), Evasion, Power Attack, Taunt

Devices:
Blade of Space and Time (Device 7; easy-to-lose; Power Feats: Restricted 2)
* Spatial Control 9 (Effect: Teleport 9); APs: Affects Others Super-Speed 3 (Effect: Takeaway 2), Deflect 6 (Effect: All Ranged Attacks), Ranged Healing 6, Teleport Attack 6, Full-Round Time Stop 3, Whirlwind Attack 2
* Strike 2 (Power Feats: Extended Reach 3, Indirect 3, Mighty)
* Super-Senses 2 (Effects: Distance Sense, Time Sense)

Attack/Damage Tradeoff: +2/-2 for Strike
Defense/Toughness Tradeoff: +0/-0

Abilities 26 + Skills 10 (40 ranks) + Feats 10 + Powers 23 + Combat 24 + Saves 12 = 105
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Postby MorningKnight » Wed Jun 10, 2009 4:14 pm

Yowza! The art is a knockout, and Spacetime has some seriously nasty powers in that sword!
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Bigfist

Postby MLChance » Thu Jun 11, 2009 2:58 pm

Image

BIGFIST
Quote: "Gonna beat you down!"
Power Level: 5
Concept: Unstable brawler
Occupation: Professional criminal
Real Name: Jeremiah Jones III
Legal Status: Citizen of the United States with a criminal record
Identity: Public
Place of Birth: Trenton, New Jersey
Marital Status: Single
Living Relatives: Jeremiah Jones I (grandfather), Delilah Jones (mother), Ezra Jones (brother)
Height: 6 ft. 1 in.
Weight: 180 lbs.
Eyes: Light brown
Hair: Black

Notes: Jeremiah Jones was never going to be an A student. Mild mental retardation combined with a mathematics learning disability saw to that. Still, he was studious and, above all, obedient. Jeremiah knew he was different from his peers, and he knew he had to try extra hard to perform in school in order to make his grandfather and mother proud. Most of all, he had to be a good role model for his younger brother Ezra, who had a bad habit of picking the wrong people for friends. The proudest day of Jeremiah's life was when he finished high school. He got a job as a short order cook in a local diner and did his part to help out his family.

Unfortunately, Ezra just wouldn't follow Jeremiah's example. Ezra became increasingly truant from school as he fell in with a local gang. Before long, he wasn't going to school at all, he was breaking curfew, and he was even stealing from his mother. Through the grapevine, Jeremiah heard that Ezra was going to be officially initiated into the gang. Ezra's initiation task? To kill a security guard at one of the town's chemical processing plants.

Jeremiah intervened, saving the guard and keeping his brother from becoming a murderer. In the process, however, that single gunshot struck a pipe, the contents of which were under high pressure. Noxious chemicals sprayed into Jeremiah's face, soaking him from head to belt. Jeremiah nearly died. The incident was enough to scare Ezra straight. It was also enough to mutate Jeremiah and drastically alter his personality. The studious, selfless role model is now a thuggish, volatile criminal.

Unstable molecules make up Bigfist's body. As a result, his physical form is highly elastic. He can elongate parts of his body up to 50 feet. By flattening, compressing, or stretching his body in different ways, he can climb across sheer and horizontal surfaces, glide like a parasail, slither quickly, and coil into a spring for amazing leaps. By swelling up his fists, Bigfist can punch with impressive force. His unstable form reacts when he feels extreme anger. For a short period of time, Bigfist's molecules actually reconfigure so as to temporarily heal injuries.

STR 13/17* (+1/+3*); DEX 22 (+6); CON 13 (+1); INT 8 (-1); WIS 8 (-1); CHA 10 (+0)

TOU +5; FORT +4/+6*; REF +10; WILL +2/+4*; INIT +3; KNOCKBACK -2

MELEE +3/+5 with Really Big Fists; RANGE +3; GRAPPLE +13; DAMAGE +1/+3* unarmed, +3/+5* Really Big Fists; DEFENSE +5/+3*

* When raging.

Skills (Ranks): Acrobatics +10 (4), Escape Artist +14 (4), Intimidate +6 (6), Notice +5 (6), Profession (short order cook) +4 (5), Sleight of Hand +9 (3)

Feats: Grappling Finesse, Improved Throw, Improved Trip, Rage 2 (10 rounds), Power Attack, Startle

Powers:
Molecularly Unstable Body
* Elasticity 4 (Effect: 50 ft. stretch, +4 grapple and Escape Artist); APs: Cling-Wrap (Effect: Super-Movement [wall-crawling] 2), Parasail (Effect: Gliding Flight 4), Sure-Slithering (Effect: Super-Movement [slithering, sure-footed] 2), Springing (Effect: Leaping 4)
* Enhanced Dexterity 12
* "I Ain't Hurt!" Healing 10; (Power Feat: Triggered via Rage; Extra: Total [+1]; Flaws: Self Only [-1], Temporary [-1]; Drawbacks: Power Loss [for 1 hour after use, -2 pp], Temporary [1 minute, -3 pp])
* Protection 4
* "Really Big Fists" Strike 2 (Power Feat: Accurate, Mighty)

Attack/Damage Tradeoff: +0/-0
Defense/Toughness Tradeoff: +0/-0

Abilities 2 + Skills 7 (28 ranks) + Feats 7 + Powers 33 + Combat 16 + Saves 10 = 75
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